#version 450

layout(location=0) in vec3 a_Pos;

layout(binding=0) uniform UBO {
    mat4 projMat;
    mat4 viewMat;
} ubo;

layout(location=0) out vec3 v_Texcoord;

void main() {
    mat4 noTransViewMat = mat4(mat3(ubo.viewMat));
    gl_Position = ubo.projMat * noTransViewMat * vec4(a_Pos, 1.0);
    v_Texcoord = a_Pos;
}